Abort actions allow you to perform a defensive action
when it is not your turn. Four abort actions exist: Block,
Dive for Cover, Maintain Footing, and Roll with Blow.

Each time you use an abort action, it uses up a move
action from your next turn. If you perform an abort
action a second time, it uses up your standard action, and
so on. When you run out of available actions on your
next turn, you may perform no more abort actions that
round (and you have no actions to perform when your
turn comes).

You may not perform abort actions while flat-footed.

Example: An opponent hits you with his knife. To
protect yourself, you perform the abort action, Block.
This uses up your move action on your next turn. When
your turn comes, you have a standard action left.

In another instance, an enemy hurls an explosive at
you. You Dive for Cover as an abort action. This uses
up your move action on your next turn. A second
explosive lands near you, so you Dive for Cover again.
You had a standard action left on your next turn, but the
second Dive for Cover expends it. Now, when your turn
arrives, you can perform no actions.

Abort actions are defensive actions that you may
perform when it is not your turn.

Block

Block is an abort action that permits you to deflect an
opponent’s melee attack.

In order to Block, you must meet the following
requirements:

You are not flat-footed, stunned, held, entangled, or in any other situation that causes you to lose your Dexterity modifier to AC (if any).

You are aware of the attack you wish to block and can perceive it with a primary sense, like sight for a human. (It is not possible for you to block attacks from invisible opponents or in total darkness, if you have no extraordinary means of detecting the attack.)

If you meet the criteria, you and your opponent make
opposed attack rolls with your respective weapons. If
the weapons are different sizes, the combatant with the
larger weapon gets a bonus on the attack roll of +4 per
difference in size category. If the combatants are
different sizes, the larger combatant gets a bonus on the
attack roll of +4 per difference in size category.

If you roll equal to or higher than your opponent does,
the attack is blocked and you suffer no damage.

If you roll lower than your opponent does, the attack
hits you. (Use the Relative Degree of the original attack
roll, not the opposed Block roll.)

Against a particular attack, you may Block only once.

Wielding a Shield: Using a shield makes it easier for
you to block an opponent’s attack. If you wield a shield,
add its shield and enhancement bonus (if any) to your
attack roll.

If you wield a small shield or larger, you may attempt
to block thrown weapons, crossbow bolts, and arrows.

If you wield a tower shield, you may attempt to block
any ranged attacks, including energy beams.

Touch Attacks: You may not Block touch attacks.

Flanking: You may not Block blows from an
opponent that has flanked you.

Exception: If you have an ability that lets you retain
your Dexterity bonus while flat-footed, such as
Uncanny Dodge, then you may Block while flat-footed.

Dive for Cover

Dive for Cover is an abort action that permits you to
try to reduce the damage from an area-effect attack. You
leap for the nearest available cover and huddle beneath
it.

In order to Dive for Cover, you must meet the
following requirements:

You are not flat-footed, stunned, held, entangled, or in any other situation that causes you to lose your Dexterity modifier to AC (if any).

You are aware of the attack and can perceive it with a primary sense, like sight for a human. (It is not possible for you to Dive for Cover against attacks from invisible opponents or in total darkness, if you have no extraordinary means of detecting the attack.)

The area-effect attack permits a Reflex saving throw.

If you meet the criteria, you perform a Jump check
against the Reflex save DC of the attack. For each point
you beat the attack’s save DC, you convert one point of
lethal damage into nonlethal damage.

For example, you Dive for Cover against an explosion
that would normally inflict 20 points of lethal damage.
The explosion’s Reflex save DC is 20. You roll a 26 on
your Jump check, beating the DC by 6 points. You
convert 6 points of lethal damage to nonlethal damage.

You may perform Dive for Cover against any area-
effect attack that permits a Reflex saving throw, even if
you failed the initial Reflex save against the attack.

Against a particular attack, you may Dive for Cover
only once.

No Cover: If your GM rules that no cover is
available, you may attempt to cast yourself flat on the
ground and cover your head, or you try to leap outside
the edge of the attack’s area of effect. In this case, you
suffer a -10 penalty on your Jump check.

Exception: If you have an ability that lets you retain
your Dexterity bonus while flat-footed, such as
Uncanny Dodge, then you may Dive for Cover while
flat-footed.

Maintain Footing

Maintain Footing is an abort action that permits you
to keep standing and hold your ground, when an
opponent would normally push you backwards or knock
you prone. You use this abort action when an opponent
makes a successful Bull Rush, Trip, Throw, or similar
melee attack action.

In order to Maintain Footing, you must meet the
following requirements:

You are not flat-footed, stunned, held, entangled, or in any other situation that causes you to lose your Dexterity modifier to AC (if any).

You are aware of the attack and can perceive it with a primary sense, like sight for a human. (It is not possible for you to Maintain Footing against attacks from invisible opponents or in total darkness, if you have no extraordinary means of detecting the attack.)

If you meet the criteria, you make a Balance check
opposed by your enemy’s attack roll. If the combatants
are different sizes, the larger combatant gets a bonus on
the attack roll of +4 per difference in size category.

If you roll higher than your opponent does, you are
not knocked prone by the attack or forced to move. You
still suffer any damage from the attack (except a
Throw).

If you fail the roll, the attack affects you normally.

Against a particular attack, you may Maintain Footing
only once.

Flanking: You may not Maintain Footing against an
opponent that has flanked you.

Exception: If you have an ability that lets you retain
your Dexterity bonus while flat-footed, such as
Uncanny Dodge, then you may Maintain Footing while
flat-footed.

Roll with Blow

Roll with Blow is an abort action that permits you to
try to reduce the damage from a melee attack that has
hit you. You attempt to move with the force of the blow
and soften its effects.

In order to Roll with Blow, you must meet the
following requirements:

You are not flat-footed, stunned, held, entangled, or in any other situation that causes you to lose your Dexterity modifier to AC (if any).

You are aware of the attack and can perceive it with a primary sense, like sight for a human. (It is not possible for you to Roll with Blow against attacks from invisible opponents or in total darkness, if you have no extraordinary means of detecting the attack.)

The attack is a melee attack.

If you meet the criteria, you perform a Tumble check
opposed by your enemy’s attack roll. If the combatants
are different sizes, the larger combatant gets a bonus on
the roll of +4 per difference in size category.

For each point you beat your opponent’s attack roll,
you convert one point of lethal damage into one point of
nonlethal damage. For example, if you beat your
opponent’s roll by 10 points, you convert 10 points of
lethal damage into nonlethal damage.

Apply the effects of Roll with Blow after totaling
damage, and applying Relative Degree and Protection.

Against a particular attack, you may Roll with Blow
only once.

Block and Roll: If you fail to Block a melee attack,
you may attempt to roll with it.

Touch Attacks: You may not Roll with Blow against
touch attacks.

Flanking: You may not Roll with Blow against an
opponent that has flanked you.

Exception: If you have an ability that lets you retain
your Dexterity bonus while flat-footed, such as
Uncanny Dodge, then you may Roll with Blow while
flat-footed.

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